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 Forum index » Modding Central » Media Hut » SHPs
Yuri Bio Reactor [RA2/YR]
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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Apr 15, 2017 7:10 am    Post subject:  Yuri Bio Reactor [RA2/YR] Reply with quote

You can straight away replace the old reactor without any .INI coding as this has the same amount of frames. .PNG source files included.

.Blend source can be found here: https://ppmforums.com/viewtopic.php?t=43423




This version of Bio Reactor is based on this concept art:




Yuri_bio_reactor01_shp.zip
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 Filename:  Yuri_bio_reactor01_shp.zip
 Filesize:  173.31 KB
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Yuri_bio_reactor01_png.zip
 Description:
.PNG source

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 Filename:  Yuri_bio_reactor01_png.zip
 Filesize:  1.11 MB
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Last edited by DonutArnold on Sat Apr 29, 2017 6:29 am; edited 2 times in total

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Legiotitanica
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Joined: 01 Mar 2017

PostPosted: Sat Apr 15, 2017 11:38 am    Post subject: Reply with quote

Pretty good Smile

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Apr 15, 2017 4:53 pm    Post subject:   Reply with quote

Bravo
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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Apr 15, 2017 6:43 pm    Post subject: Reply with quote

Forgot cameo.


ygpwricon0000.png
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ygpwricon0000.png



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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Apr 15, 2017 6:51 pm    Post subject: Reply with quote

It's actually easier to just use render with exact size, because scaling down makes the image ugly.


ygpwricon01_0000.png
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ygpwricon01_0000.png



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XxpeddyxX
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Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Apr 16, 2017 2:13 am    Post subject: Reply with quote

sexy
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FurryQueen
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Joined: 24 Jul 2010

PostPosted: Sun Apr 16, 2017 4:23 am    Post subject: Reply with quote

Bizarre. Love it.
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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Apr 16, 2017 12:00 pm    Post subject: Reply with quote

Should poste a link to the concept sketch too Wink
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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Apr 16, 2017 12:02 pm    Post subject: Reply with quote

Done.

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m7
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Joined: 17 Apr 2009
Location: The Fang

PostPosted: Sun Apr 16, 2017 4:50 pm    Post subject: Reply with quote

Quite impressive. This sudden resurgence of Yuri graphics gives me a desire to mod I haven't had in years. Ace work DonutArnold.
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nlspeed
Disk Thrower


Joined: 26 Dec 2016

PostPosted: Sun Apr 16, 2017 5:46 pm    Post subject: Reply with quote

Yes, this really is quite beautiful, as I said before - but why not say it here, too, for saying it twice certainly isn't undeserved.

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NucleiSplitter
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Joined: 28 Oct 2016
Location: Hmm, I don’t know... maybe your Mom’s basement?

PostPosted: Mon Apr 17, 2017 7:48 am    Post subject: Reply with quote

Previous Comment: Beautifully? made DonutArnold!
EDIT: I meant it was Beautifully made, I don't know how that question mark ended up there Confused

Last edited by NucleiSplitter on Wed Apr 19, 2017 2:19 pm; edited 1 time in total

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Shepherd Moons
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Joined: 12 Jul 2011

PostPosted: Tue Apr 18, 2017 1:13 am    Post subject: Reply with quote

GOOD JOB?

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Apr 18, 2017 5:20 pm    Post subject: Reply with quote

Alternative cameo rendered with Cycles:


ygpwricon03_0000.png
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ygpwricon03_0000.png



ygpwricon02_0000.png
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ygpwricon02_0000.png



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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Apr 18, 2017 10:08 pm    Post subject: Reply with quote

Cycles is rather powerful for realistic renders.
I honestly feel that it should be used more.

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Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Wed Apr 19, 2017 4:31 am    Post subject: Reply with quote

"Improved" painted cameo.


bioico.png
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bioico.png



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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Apr 19, 2017 4:52 am    Post subject: Reply with quote

Looks like a TS cameo now...
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Meemo
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Joined: 25 Jul 2016

PostPosted: Wed Apr 19, 2017 4:56 am    Post subject: Reply with quote

Awesome work man! Very Happy

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Artraiden
Vehicle Driver


Joined: 23 Apr 2017

PostPosted: Sun Apr 23, 2017 10:52 am    Post subject: Reply with quote

How to code it (artmd) right? Standart replace give different images in game & hight...second-with standart .pal they have blue pixeles on damadge frame

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 23, 2017 12:15 pm    Post subject: Reply with quote

That one's because of a different number in an Anim's frames, that doesn't coincide with the frame set by LoopEnd, I think. I did some tests this morning with another building and got that bug too.
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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Apr 23, 2017 6:24 pm    Post subject: Reply with quote

Nooze wrote:
"Improved" painted cameo.


Cool. Awesome work, Nooze! <3
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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Apr 23, 2017 8:17 pm    Post subject: Reply with quote

The dots are fixable by SHP Builder (replace the colour with darkest black in the usable palette), but I'll try to fix 'em and upload soon. Also, noticed that active animations a and b didn't work when I tried to put them in-game, so I apologize for saying that you can just replace the old one without .INI coding. I'll try to investigate that.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 23, 2017 8:30 pm    Post subject: Reply with quote

Heh, figured that one out too this morning when trying to get the Noosphere Tether nlspeed wanted to work...
EDIT: Is it possible these issues are related?
Code:
; Noosphere Tether
[YASBIO]
Cameo=NOOSICON
CameoPalette=noosicon.pal
Remapable=yes
Foundation=1x1
Height=2
Buildup=YASBIO_MK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
NormalZAdjust=-25
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-5,5
ActiveAnim=YASBIO_A
ActiveAnimTwo=YASBIO_B
ActiveAnimDamaged=YASBIO_AD
ActiveAnimTwoDamaged=YASBIO_BD
ActiveAnimZAdjust=-200

[YASBIO_A]
Normalized=yes
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=0 ;5
LoopCount=-1
Rate=400
Layer=ground
Image=YASBIO_A
 
[YASBIO_AD]
Image=YASBIO_A
Normalized=yes
NewTheater=yes
Start=1 ;0
LoopStart=1 ;0
LoopEnd=2 ;5
LoopCount=-1
Rate=400
Layer=ground

[YASBIO_B]
Normalized=yes
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=400
;Layer=ground

[YASBIO_BD]
Image=YASBIO_B
Normalized=yes
NewTheater=yes
Start=8
LoopStart=8
LoopEnd=15
LoopCount=-1
Rate=400
;Layer=ground


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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Apr 29, 2017 6:31 am    Post subject: Reply with quote

The dots are now fixed (caused by badly made .pal file), I've reuploaded the .zip files and I highly recommend everyone to use this fixed version.

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Blackdawn17
Civilian


Joined: 12 May 2017
Location: philipines

PostPosted: Fri May 12, 2017 9:21 am    Post subject: Reply with quote

looks great! thanks for this=) this will replace only the stuffs of bio reactor to work or i will edit other files
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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Fri May 12, 2017 6:29 pm    Post subject: Reply with quote

Nooze's cameo looks Mental Omega'ish, here are mine.


biopicon.png
 Description:
HQ version
 Filesize:  7.2 KB
 Viewed:  6258 Time(s)

biopicon.png



biopicon 0000.png
 Description:
In-game version
 Filesize:  2.94 KB
 Viewed:  6258 Time(s)

biopicon 0000.png



yur_biop.png
 Description:
Preview version
 Filesize:  11.7 KB
 Viewed:  6258 Time(s)

yur_biop.png



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NucleiSplitter
Chem Warrior


Joined: 28 Oct 2016
Location: Hmm, I don’t know... maybe your Mom’s basement?

PostPosted: Fri May 12, 2017 9:50 pm    Post subject: Reply with quote

Not bad PussyPus, too bad I won't be using this, it's just way too big for me in my in-game perspective, and I'm already fine with the Bio Reactors, when I first saw this, I wanted to use it, but when I used it, I said, "Damn, this is just too tall!". So, I scrapped my idea of using it Sad

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Fri May 12, 2017 10:59 pm    Post subject: Reply with quote

NucleiSplitter wrote:
Not bad PussyPus, too bad I won't be using this, it's just way too big for me in my in-game perspective, and I'm already fine with the Bio Reactors, when I first saw this, I wanted to use it, but when I used it, I said, "Damn, this is just too tall!". So, I scrapped my idea of using it Sad


Did i mentioned i make unique cameos?
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat May 13, 2017 7:16 am    Post subject: Reply with quote

Honestly I don't like it. It looks too blurred and the background reminds me of the moon, not fitting the other Yuri cameos. Plus the building itself is quite small. I can hardly tell what it is, when I first saw it.

The cameo is about the thing you are going to build/train/construct/order. It must be very visible and background should help you see the object, not mix with it thus making it harder to spot what the shell you are paying for.
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Templarfreak
Vehicle Driver


Joined: 10 Jun 2015

PostPosted: Tue May 16, 2017 7:21 pm    Post subject: Reply with quote

With some very slight modifications this could be a crazy-looking defense.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Tue May 16, 2017 8:26 pm    Post subject: Reply with quote

PillBox20 wrote:
Honestly I don't like it. It looks too blurred and the background reminds me of the moon, not fitting the other Yuri cameos. Plus the building itself is quite small. I can hardly tell what it is, when I first saw it.

The cameo is about the thing you are going to build/train/construct/order. It must be very visible and background should help you see the object, not mix with it thus making it harder to spot what the shell you are paying for.


I forgot to edit the sky color to fit as YR'ish.
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NucleiSplitter
Chem Warrior


Joined: 28 Oct 2016
Location: Hmm, I don’t know... maybe your Mom’s basement?

PostPosted: Wed May 17, 2017 8:14 am    Post subject: Reply with quote

PussyPus wrote:
NucleiSplitter wrote:
Not bad PussyPus, too bad I won't be using this, it's just way too big for me in my in-game perspective, and I'm already fine with the Bio Reactors, when I first saw this, I wanted to use it, but when I used it, I said, "Damn, this is just too tall!". So, I scrapped my idea of using it Sad


Did i mentioned i make unique cameos?


I meant the Concept Bldg. Donut did, it's too big for me, maybe it's because I'm using 25% smaller infantry...

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wiwimax
Vehicle Driver


Joined: 13 Dec 2016

PostPosted: Thu Sep 27, 2018 2:04 am    Post subject: Re: Yuri Bio Reactor [RA2/YR] Reply with quote

DonutArnold wrote:
You can straight away replace the old reactor without any .INI coding as this has the same amount of frames. .PNG source files included.


When I put any infantry in it (or all 5 - max infantries), the building doesn't full up, i.e. doesn't show up the fulled state animation with using default / original artmd.ini as it should be like on the preview picture:


What I need to do, to fix this?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 27, 2018 6:24 am    Post subject: Reply with quote

wiwimax wrote:
What I need to do, to fix this?

This is a simple file replace job to get the SHP work, so unless you copied only half of the SHPs into your mix, the problem is in your code. Thus undo the changes that broke this.
You have the original game inis. You have your inis. compare and fix the problem.
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cxtian39
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Joined: 11 Feb 2016
Location: United States

PostPosted: Thu Sep 27, 2018 6:37 am    Post subject: Reply with quote

The building itself covers its animation.
Use these without coding


ygpowr.shp
 Description:

Download
 Filename:  ygpowr.shp
 Filesize:  23.09 KB
 Downloaded:  16 Time(s)


yapowr.shp
 Description:

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 Filename:  yapowr.shp
 Filesize:  23.95 KB
 Downloaded:  13 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 27, 2018 7:01 am    Post subject: Reply with quote

*ZAdjust helps
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wiwimax
Vehicle Driver


Joined: 13 Dec 2016

PostPosted: Thu Sep 27, 2018 5:03 pm    Post subject: Reply with quote

@cxtian39: Thank you, that fix the problem.

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RIAKTOR
Cyborg Soldier


Joined: 23 Nov 2013

PostPosted: Thu Oct 04, 2018 5:47 pm    Post subject: Reply with quote

Second concept art looks better. But ingame version probably is best(if with green liquid).

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Oct 12, 2018 1:16 pm    Post subject: Reply with quote

oh look great! as if westwood made themselve!

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Oct 12, 2018 2:27 pm    Post subject: Reply with quote

@Holy_Master: Thanks! Smile I tried to make it look as close to WW's style as possible.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Oct 12, 2018 2:43 pm    Post subject: Reply with quote

I really like texture and setup you made for it base at first I though it's was photoshop from exist art until I saw build up animation and cameo, it very impress me.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Oct 12, 2018 6:50 pm    Post subject: Reply with quote

Spent some time to get the base texture right, as you can see in this render (these are included in the Yuri building kit, btw):


yuri_kit01_12.png
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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Oct 12, 2018 7:14 pm    Post subject: Reply with quote

But I think building model in cameo should stand out more from background... maybe it background need to be more simple.

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PussyPus
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Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Fri Oct 12, 2018 9:16 pm    Post subject: Reply with quote

Still waiting for an allied and soviet building kits, but i think yuri worth it more
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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Sat Oct 13, 2018 12:04 pm    Post subject: Reply with quote

Yey, looks good.
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